1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
|
//-----------------------------------------------------------------------------
// Name: im_divider.h
// Developer: Wolfire Games LLC
// Description: Specialized container element class for creating adhoc GUIs
// as part of the UI tools
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <GUI/IMUI/im_support.h>
#include <GUI/IMUI/im_element.h>
#include <GUI/IMUI/im_container.h>
#include <GUI/IMUI/im_spacer.h>
/*******************************************************************************************/
/**
* @brief Basic container class, holds other elements
*
*/
class IMDivider : public IMElement {
public:
std::vector<IMContainer*> containers; // Whats in this divider
DividerOrientation orientation; // vertical by default
int contentsNum; // just a counter for making unique names
ContainerAlignment contentsXAlignment; // horizontal alignment of new elements
ContainerAlignment contentsYAlignment; // vertical alignment of new elements
/*******************************************************************************************/
/**
* @brief Constructor
*
* @param name IMElement name
* @param _orientation The orientation of the container
*
*/
IMDivider( std::string const& name, DividerOrientation _orientation = DOVertical );
/*******************************************************************************************/
/**
* @brief Constructor
*
* @param name IMElement name
* @param _orientation The orientation of the container
*
*/
IMDivider( DividerOrientation _orientation = DOVertical );
/*******
*
* Angelscript factory
*
*/
static IMDivider* ASFactory_named( std::string const& name, DividerOrientation _orientation = DOVertical ) {
return new IMDivider( name, _orientation );
}
static IMDivider* ASFactory_unnamed( DividerOrientation _orientation = DOVertical ) {
return new IMDivider( _orientation );
}
/*******************************************************************************************/
/**
* @brief Gets the name of the type of this element — for autonaming and debugging
*
* @returns name of the element type as a string
*
*/
std::string getElementTypeName();
/*******************************************************************************************/
/**
* @brief Set’s this element’s parent (and does nessesary logic)
*
* @param _parent New parent
*
*/
void setOwnerParent( IMGUI* _owner, IMElement* _parent );
/*******************************************************************************************/
/**
* @brief Set’s the alignment of the contained object
*
* @param xAlignment horizontal alignment
* @param yAlignment vertical alignment
* @param reposition should we go through and reposition existing objects
*
*/
void setAlignment( ContainerAlignment xAlignment, ContainerAlignment yAlignment, bool reposition = true );
/*******************************************************************************************/
/**
* @brief Clear the contents of this divider, leaving everything else the same
*
*/
void clear();
/*******************************************************************************************/
/**
* @brief Updates the element
*
* @param delta Number of millisecond elapsed since last update
* @param drawOffset Absolute offset from the upper lefthand corner (GUI space)
* @param guistate The state of the GUI at this update
*
*/
void update( uint64_t delta, vec2 drawOffset, GUIState& guistate );
/*******************************************************************************************/
/**
* @brief Rather counter-intuitively, this draws this object on the screen
*
* @param drawOffset Absolute offset from the upper lefthand corner (GUI space)
* @param clipPos pixel location of upper lefthand corner of clipping region
* @param clipSize size of clipping region
*
*/
void render( vec2 drawOffset, vec2 clipPos, vec2 clipSize );
/*******************************************************************************************/
/**
* @brief Rederive the regions for the various orientation containers - for internal use
*
*/
void checkRegions();
/*******************************************************************************************/
/**
* @brief When a resize, move, etc has happened do whatever is necessary
*
*/
void doRelayout();
/*******************************************************************************************/
/**
* @brief Do whatever is necessary when the resolution changes
*
*/
void doScreenResize();
/*******************************************************************************************/
/**
* @brief Convenience function to add a spacer element to this divider
*
* @param size Size of the element in terms of GUI space pixels
*
* @returns the space object created, just in case you need it
*
*/
IMSpacer* appendSpacer( float _size );
/*******************************************************************************************/
/**
* @brief Convenience function to add a dynamic spacer element to this divider
* A dynamic spacer will eat up any extra space in the divider
*
* @param size Size of the element in terms of GUI space pixels
*
* @returns the space object created, just in case you need it
*
*/
IMSpacer* appendDynamicSpacer();
/*******************************************************************************************/
/**
* @brief Get the number of containers in this divider
*
* @returns count of the containers
*
*/
unsigned int getContainerCount();
/*******************************************************************************************/
/**
* @brief Fetch the container at the given index
*
*
* @param i index of the container
*
*/
IMContainer* getContainerAt( unsigned int i );
/*******************************************************************************************/
/**
* @brief Gets the container of a named element
*
* @param _name Name of the element
*
* @returns container of the element (NULL if none)
*
*/
IMContainer* getContainerOf( std::string const& _name );
/*******************************************************************************************/
/**
* @brief Adds an element to the divider
*
* @param newElement IMElement to add
* @param direction Portion of the divider to add to (default top/left)
*
*/
IMContainer* append( IMElement* newElement, float containerSize = UNDEFINEDSIZE );
/*******************************************************************************************/
/**
* @brief Find an element by name — called internally
*
*
*/
IMElement* findElement( std::string const& elementName );
void setPauseBehaviors( bool pause );
DividerOrientation getOrientation() const { return orientation; }
/*******************************************************************************************/
/**
* @brief Remove all referenced object without releaseing references
*
*/
virtual void clense();
/*******************************************************************************************/
/**
* @brief Destructor
*
*/
virtual ~IMDivider();
virtual void DestroyedIMElement( IMElement* element );
virtual void DestroyedIMGUI( IMGUI* imgui );
};
|